//void, Obj owner

ObjList ol;
Unit u;
int i, nStamina, nGive;

if (!owner.AsUnit.IsValid)
	return;
	
ItemUsed(9);

if (owner.AsUnit.InHolder)
	ol = owner.AsUnit.GetUnitsInSameHolder();
else
	ol = ObjsInRange(owner, "Unit", 550).GetObjList();

for(i = 0; i < ol.count; i += 1){

	u = ol[i].AsUnit();
	if (u.IsDead()) continue;
	if (owner.IsEnemy(u)) continue;
	if (u.stamina < u.maxstamina) {
		//CreateFeedback("Heal", u);
		CreateFeedback("StaminaBoost", u);
		u.SetStamina(10);
	}
	Sleep(10);
}

Sleep(15000);

ItemUsed(-9);
